update:
I meant I DONT Think Regen needs a nerf.
I got so tied up in sarcasm that I ended up having a Freudian slip.
So you’re saying let regen stack but don’t nerf the scaling to healingpower? I think that would be a bit to much, but I’m sure these things would get tested if the devs would ever give it serious thought.
I think in general I agree it should be done. But that would require the devs to go through all applications and tune them. As a mesmer for example, I can pretty much provide perma regen, but I am nearly unable to have 2 stacks at the same time (except boon duration giving some slight overlap).
So not impossible, but needs some work to reach a good status.
My point precisely! The thing is they realy want all classes to have acces to everything. But you can’t counter everything in one build. You should die when outplayed, not outbuild because certain classes counter other classes in the philosophy of all classes can do everything.
Regen is op because thieves get itI do think regen needs a nerf. how people would go about stacking regen though. Most classes that have access to it only have it for a few seconds at a time.
seems like a buff to guards and a nerf to everyone else, imo
Thieves have no healing power and the regen isnt that long, if they want to hide in stealth to regen, let them. At least that way they cant cap points wich is where the game is all about.
Since it would no longer stack duration, you cant realy corner stack it before the game starts can you? It would run out before it would be usefull. As I said it would need a lot of testing to make it feel ballanced, but so does everything else. It would be a bit of a buff to bunkers, yes. But right now bunkers arnt arround at all, save for the occasional guardian. Minstrel amulet brought a lot of healing to the game, and people realy liked it. But it came with a bunch of toughness as well as vitality and that is what made healing feel op. Hitting close to nothing on a huge health pool was more powerfull then the fact druids could heal. the only thing theyre supposed to do . Now healing is not a thing at all anymore, and its a shame, it was fun!
I havnt seen this on my ranger yet but, kitten forest floppy gate syndrome sounds hilarious xD
With the new trait system and the change to poison and burning came a lot of new condie builds, or heavily improved excisting ones. This led to a lot of people running more condi cleanses then they used to, and more often then not at the cost of a stunbreak of other usefull utility. When HoT made it’s entrance in the meta came a lot of new builds combining the elite specs to old builds, or new builds all together. Most of these builds have a lot of pulls, knockbacks, knockdowns, stuns and immobilizes. Now, it is verry hard to figure out what the other team is going to play, leaving you clueless wheter to go with condi cleanse or stunbreaks. I often opt for the condi cleanses, but then running into some heacy cc builds, you just lay on the ground a couple of seconds and youre dead. Usualy to knockdowns or stuns in combination with condition damage, sometimes with high flat power damage like 100 blades.
Everything in this game has had an upgrade in some form, but one of the things they left untouched forever is regen. Right now regen is one of the few boons that still doesn’t stack in intensity but in duration.(they made burning, poison, stability etc. stack intensity) Regen, with max healing power, only regens around 250-300 / sec. Now you can stack that duration for a long time, but with all the bursts of damage this game is now about, duration is completly useless. regen for 300 damage is equal to 3 bleeding stacks with mediocre condition damage (celestial for instance). Most classes have acces to a lot of random bleeds, poisons or other damaging conditions rendering regen completly useless at this point.
So here is my suggestion:
Make regen stack in intensity, but lower it’s multiplier (like they did with burning, although burning could be toned down a bit). This way you dont get massive healing bunkers. (for instance 20 stacks of regen x 300 healing = 6k/s wich is a bit too much, make it 20 stacks but have regen tick for 100 is only 2k/s) Right now the way condition removal works players can simply put some random condition on the oponent, they remove them, and when theyre out of removal you put a ton of bleeds/burning/confusion on them and they die very quickly, even if they are bunker build. Adding regen that stacks intensity counters some of the normal damage as well as condition damage, giving condition damage some form of counterplay without it getting out of hand. Most invurns don’t block condi damage for instance, if I play condi ranger and I see a warrior go invurnable I simply keep applying burns/bleeds on him and there is nothing he can do about it, and then he dies fast, while invurnable.
This ofcourse would need a lot of testing to figure out what numbers feel right on the stacks compared to the healing, but it could work out great! If you have any suggestions of your own, or why this would be a horrible idea please let me know in the comments!
Hope
That’s a lot of effort for something so insignificant. I wouldn’t mind if someone wanted to try that hard to save a few seconds.
Well if you put GW2 on an SSD with a fast computer you could prob have instant loads meaning you skip 20-30 seconds of downtime. That is HUGE.
3.2k armor 29k health and warrior now half hits me, yeah goodjob anet
ESports killed the fun for everyone else in sPvP.
This patch that they did was seriously the best balance patch arenanet has done in so long, why do people complain when they finally react quickly and not too drastically? I feel bad for them considering how they can never make forums content.
because removing an amulet, 2 rune sets and altering several traits is not drastic
Pleaaaase stop nerfing stuff without it giving a chance to settle.
Stop giving in to players who simply havn’t learnt to counter stuff and cry OP.
Let the dust settle and then see what needs to be changed.
They removed it because the summoned pets trigger dragon hunter traps
….But i thought the pets were meant to be deployable meatshields? Rangers get to do that anyways so I really don’t see the balance issue
Rangers would love to trade pets for most anything else, except for the pokemon trainers ofcourse.
most classes run 1-2 stunbreakers 2 would be pushing it because then it has to take a spot from something else more usefull to the build you are running. so if you break the first stun from engie it just stuns you again, and again, and again.
Sounds to me that you don’t want ballance, you want to 1 hit people. Go play call of duty.
kitten off, seriously kitten o f f. The only viable way to play druid was minstrel and now they nerfed lingering light you want a nerf on the only other usefull trait too?
I’ve been testing bunker/heal druid for a while, since that is the only role a druid can play , even before I discovered the Minster Amulet. (I won’t go into details there, enough topics to be found on it elsewere, I just think it’s ballanced enough).
First of all, when you build full bunker you’re supposed to do close to no damage and take close to none too. You’re a bunker, not a battleship. But for some reason when I enter Astral Form all survivability goes out the window. It is as if all toughness disapears, were in normal form I can easily keep myself above 80% health in a 1 v 1, as soon as I enter Astral Form I get bursted down to ~30% right away.
So that raises the question: What happens in Astral Form?
During Astral Form there are no stat changes, not in the attributes tab and not on the tool tips. The only thing that visably happens is you lose you weapons, and you switch to your astral skills. So this is were things start to get weird. When Im in Astral Form and I let Svanir in the mists hit me in my back for a while the damage is the same as in normal form. So the only conclusion I can reach is: In Astral Form I actually heal LESS then just as a normal druid with a staff. That can’t be intended right?
And those massive mid fights are exactly where your healing and CC will be appreciated the most.
Yes no doubt, but you get focused when they see youre healing the rest and die before you can do much good. The healing isnt even that good to begin with by the way. Further testing is needed but so far druid is a no no in pvp. Maybe there is a build that can take a million damage but rangers can’t tank outside druid much.
Ive been playing around with druid in sPvP for most of the day and right now, it is realy realy realy realy realy hard to get into the Avatar state. (yes im gonna call it that from now on). I only manage to go into it once every 2-3 matches and usualy only at massive mid fights that take long enough to get the bar filled up.
How does the MMR system works in this game?
Is there even an MMR system?
Im asking this because Im fed up with being paired to people who havn’t the slightest clue on how to play conquest, or simply leave/afk when theyre 30 points behind. (inb4 play with a full team find a pvp guild blabla)
So much this. I so desparetly want an MMR system like WoW arena’s just so I won’t get paired with the PvE players
And in PvE, 2h should be twice the price of a 1h….
You know in WoW there is an option called “Select nearest enemy PLAYER” I bound to Tab. It’s actually the number 1 thing Im missing in this game.
So I ended up turning them into sPvP item so I can at least use them on different characters, albeit one at the time.
Quick question: Is it posible to get more then one set of the shattered wings? I have more then 1 lvl 80 and I would like to outfit them with the wings, cause they’re awsome!
Also I want to convert them to sPvP but then I wouldn’t be able to use them in PVE/WvW wich sucks!
Heh. Just spotted that and came to report it. What’s an aetherblade? o.O
I was wondering about this too. Same bug btw
Cleansing condition in stealth relies on being in stealth. If they’re running sword dagger then they need to use cloak and dagger to stealth. Watch out for this and evade, interrupt it to reduce their self healing, if they have shadow’s rejuvenation, and their condition removal.
You still need to deal with their heal and condition removal with sword 2, but using fear at the right moments will allow your conditions to damage them. It’s not the easiest build to kill with conditions, but it can be done.
I don’t need to build in condition removal, I simply dodge/evade. The only reason I have a dagger in offhand is because it gives the 3 skill on sword I need for evading/stealing boons. Besides if I see a necro I get to a higher ground( like the ledges above keep via svanir/chief in FoN) and lower their health with shortbow untill they used their cd’s run away or have low enough health to be easily dealt with in melee combat.
I only find bunker build necros hard to kill, but they do so little damage the fight lasts for minutes, long enough for help to arrive.
Downed state makes GW2 similar to chess. How you play durning down state is who determines whose going to win.
Cant tell you how many times in a 2v2 situation my teammate and I get someone down then my teammate goes down we start dpsing the other guy that’s downed because I go down moments later and then the other team guy that’s still alive is starting his finisher but HE DOESNT realize that his teammate is about to die and my teammate and I pop back up because we dps’ed the other downed guy and then we down the guy that was alive and we finish him.
Its all about chess and knowing what to do in situations to win, and if your too stubborn to rez your teammate that’s probably why you lose a lot of your fights.
Thieves generaly don’t roam with team mates this is how they are ment to work, and once downed are a free kill for most classes
I’ve tried S/D and it’s strong but by no means easy and it has weaknesses… my hats off to any players who pull it off well.
It’s stronger against ranged because they generally need to keep target to retaliate, whereas any melee with access to cleave can make it dangerous for the player to be in the area they want to be hitting #2 a lot. A well-played Necro is one of the best counters and can easily make it far too costly for a Thief to stay in melee range, making S/D’s elusiveness go to waste.
Here is how S/D works: Ignore the fact you have a dagger, verry important. If you spot a target, press 2 to get close if you have to or/then steal to put poison up (increased damage from trait) press 3 twice if they are moving, press 1 if they don’t. Keep pressing 1 untill you see they have a boon up, press 3 twice to steal the boon, continue pressing 1. Dodge if you have to, heal when you reach 40% health.
Rangers have by far the best downed state. I think people forget that they can still command their pets and use the pet’s abilities while downed. If then enemy doesn’t have any stability or invulns, i can almost always rez myself in a 1v1 fight. Pull out the wolf and let him knock down the target and then fear him.
I think down-state is pretty balanced at the moment except maybe the warrior. The warrior 3 ability is awesome in downed v downed fights but it’s almost too risky to use in any other situation. You can’t cap points while using it and if you dont get a stomp off, you will die and rally all of the enemies that are downed.
As a thief that is not a glass cannon and I don’t do rediculous amounts of damage, rangers are still a free kill to me. I iether down them before they can use their pet skill or kill their pet (wich is bugged atm) before they can res.
I’ve played thief since release and I have never lost a fight against a ranger in 1v1 or 2v1. Regardless of what build I ran
Down state balance is an issue, but some of your facts are a bit off.
Warrior is generally not very strong in down state (but is strong Down V Down if traited).
Necro’s downed fear is single target, not AoE and Necro does laughable damage with #1 unless traited(though it does heal it doesn’t even keep up with natural degen in down) and a power build.
Thieves get a teleport and stealth, so “free kill” is an overstatement, but they aren’t the best in downed either.
Rangers are basically immortal underwater, have access to pet skills in down (more rupts from more sources potentially) and can self heal faster than anyone else when down.
Winning 2v1 is very hard due to this mechanic, but it is 2v1. It should be hard. Currently I would say it is somewhat harder than it should be depending on the profession of the downed chars, but downed state probably isn’t going anywhere.
As a thief, I do what I’m designed for… killing a group of people (thank you for the signet boost Anet) but I have to run away and spam shortbow to kill them because I’m dead if there are 2 or more enemies of eny class but rangers
Hahaha lasthope are you kidding? Rangers downed state is the strongest one in game, you literally can interrupt it 5 times if you don’t have stability or mist form, or any form to enforce stomp really. Not to mention our pet rezzes us so you can’t DPS us down.
I don’t feel mesmers do a lot of damage while downed, specially since the game tells which one is the real one (which i think is completely kitten , then you can stomp pretty easily, necros fear isn’t AOE i think.
The balanced ones in my opinion are Guardian, Ele, Ranger, Necro and Engi (Only need to fix the bug where the pet rezzes you even if it’s dead). The warrior one needs a buff on throw hammer cast time, the mesmer needs the game to not tell which mesmer is the real one, and the thief needs a teleport range increase.
Dodge roll their takedown, stomp before they start healing. Rangers always were and always will be a free kill to me, including when they are down (as a thief, not glass cannon, not condition)
Kryshade, thanks.
I’ve tried all of those things – AFAIK, a 0/30/20/20 SD thief has a kittenload of condition removal, and I can’t keep them bleeding (let alone chilled) long enough to do anything.
I use my AoEs extensively. I use my marks, I spread them out and I cast them early then dodge between them to minimise the CD, forcing the thief to come to me and trigger them.
I don’t stand still.
I do use DS extensively. I’ve been a necro since BWE1. I know the AoE hits them, but do remember condi necros don’t do much damage with lifetransfer.
daydream – the thieves I’m having difficulty with are NOT the ones who got their burst nerfed. I’m talking SD, 0/30/20/20, heavy on the port, stealth and autoattack damage.
Im 15/30/0/0/25 S/D Thief (3/4k auto attack and 3-5k LS) and I haven’t found a Necro that could counter me yet. And I don’t even build in condition removal. It’s not the build you have dificulty with…
The following classes have an unfair advantage in downstate:
Mesmer
tons of damage, still summons adds for even more damage, can go invis+clone to stall time
Warrior
medium-high damage and obviously can get back up again and if specced into it will always win a down vs down state fight
Necro
high damage that leeches life, heavy aoe damage aoe fear to stall time
Thieves,Rangers,Guardians and Engineers are free kills if you dodge their throwdown
Eles are the only balanced downstate ones though anoying to stomp because of the timestall in mistform
I have had occasions where I down 3 players before I immediately die due to the focused Down attacks.
My point exactly.
you are not only one, but majority of players like it
and even if they didnt, im not sure they would remove such a big part of the game just because its new and people are used to something else…
It’s not “new” enymore after almost a year… and it’s getting more anoying every day. It wouldn’t be an issue if every class had the same downstate.
Am I t he only one that is getting sick and tired of the unballanced down states of some classes, and even downstate in PvP in general?
Every time I win a 2 v 1 I should be rewarded with the fact: hey you killed 2 people on your own nice job! But insted, oh yeah no were putting them in down state and if you’re unlucky its going to be a mesmer/warrior and they are gonna put so much damage on you you’ll die enyway….
Frankly, downstate stops the entire fast pace combat system from working in PvP.
Please tell me I’m not the only one?
PS don’t make the obvious it’s part of the game blahblahblah statements in the comments.

and even if they didnt, im not sure they would remove such a big part of the game just because its new and people are used to something else…